MARREND'S PROFILE
Life is a story. Which is the one that defines you?
Search
Filter
[RMMV] Need help with making the Level 5 Death Skill from FF5
Yeah, something is definitely wrong if that formula won't even work on an instance of `Game_Actor`. Which absolutely has a `level` attribute as part of MV's native code.
Does MV have a debug mode? I know you can access a debug window while in a test-play with F12 in MZ, so, I kinda think MV might have something similar. I guess I'm just curious about what's going on with the formula. Where, and how, it's messing up.
I suppose another way to write it could be...
...like so, but, I've doubts that would make any kind of difference considering the success rate so far. Lemme also try dropping a line about this on our Discord channel to see if we can't get another eye on this.
Does MV have a debug mode? I know you can access a debug window while in a test-play with F12 in MZ, so, I kinda think MV might have something similar. I guess I'm just curious about what's going on with the formula. Where, and how, it's messing up.
I suppose another way to write it could be...
if (b.level % 5 === 0) { b.addState(1); };
...like so, but, I've doubts that would make any kind of difference considering the success rate so far. Lemme also try dropping a line about this on our Discord channel to see if we can't get another eye on this.
[RMMV] Need help with making the Level 5 Death Skill from FF5
For what it's worth, I opened an MZ project that included an enemy level feature/plugin, and made a skill with...
...that damage formula to see how it fared. My first test was against a group of level 1 critters. It did nothing. My next test was against a group of level 5 guys. The skill wiped the board. The third test was in a mixed group of a level 13 guy and a level 15 guy. The level 13 was fine, the level 15 guy died.
Saying that, I don't have MV to delve further into the differences between what's whatever is going on in my project versus why it could be failing in yours. Just to be sure, though, did you test it against both an inappropriate enemy and an appropriate enemy?
b.level % 5 === 0 ? b.addState(1) : 0;
...that damage formula to see how it fared. My first test was against a group of level 1 critters. It did nothing. My next test was against a group of level 5 guys. The skill wiped the board. The third test was in a mixed group of a level 13 guy and a level 15 guy. The level 13 was fine, the level 15 guy died.
Saying that, I don't have MV to delve further into the differences between what's whatever is going on in my project versus why it could be failing in yours. Just to be sure, though, did you test it against both an inappropriate enemy and an appropriate enemy?
[RMMV] Need help with making the Level 5 Death Skill from FF5
I think you're on the right track with the formula, but, `addState` won't work by itself. The function you're looking for needs an instance of `Game_Battler` to work, and the `state_id` to apply needs to be in parentheses. So, probably more like...
...this, instead.
b.level % 5 === 0 ? b.addState(1) : 0;
...this, instead.
2022 Misao nomination monthly data
This month's Misao update is sponsored by the fact that I've recovered from a power outage about an hour ago. Plus, my internet has tended to be slow today in general. Thus, I want to get this data into the thread while I have the time, and opportunity, to do so.
So! With that out of the way, the total number of nominations rise by 23, to a grand total of 121! By comparison, last year, the number of nominations totaled 273, with a rise of 94 nominations from November of 2021.
Last year, the biggest increases of nominations were in December, November, and March. This year,it's looking like September, November, and August. December is just around the corner, though, so, we'll see that's the month that gets the numbers.
So! With that out of the way, the total number of nominations rise by 23, to a grand total of 121! By comparison, last year, the number of nominations totaled 273, with a rise of 94 nominations from November of 2021.
Last year, the biggest increases of nominations were in December, November, and March. This year,it's looking like September, November, and August. December is just around the corner, though, so, we'll see that's the month that gets the numbers.
Sweet Middleground 5 ~the cave~ Review

This exact room was giving me a lot of issues/headaches, trying to figure out how to get through to where this screenshot is positioned at. I ended up throwing my hands up, and editing the map with Ace. So, good on you for figuring it out!
After playing the other games in the series fairly recently, (and the fourth entry yet another time because that's where I was introduced to it), I can agree that the music here is modified version from previous entries. You could say the whole game is like a giant throwback to the previous entries, though, there is a kind of reasoning behind that other than pure nostalgia value.
[RMMZ] Need Dragon quest battle system plugin.
It's been a while since I've played any kind of Dragon Quest game, but, from what I can recall, they use a first-person perspective, and the UI contains information on each party member.
To be frank, these things are possible with using the default front-view system that comes with MZ.
To be frank, these things are possible with using the default front-view system that comes with MZ.
Demo of content up to the end of Chapter 3!
I've completed Mayu's in-class conversations! I'll be looking at Izumi's next, followed by Kozue, Benjiro, Katsumi, Jin, then Shoko. Saying that, I want press the fact that I've yet to do any work on cut-scenes tied to the optional content.
I've definitely been slow-bad with my progression on this front. I think I'm mostly afraid this optional content that I'm working on will simply not be played. It's possible I'm thinking this way because there is a good chance that playing through the content will not benefit the player, nor present a challenge either. But I'm more weary/cautious/afraid about what I'm probably end up doing if I want in-game benefits to exist.
Sorry. I'm probably talking like a broken record on this point.
I've definitely been slow-bad with my progression on this front. I think I'm mostly afraid this optional content that I'm working on will simply not be played. It's possible I'm thinking this way because there is a good chance that playing through the content will not benefit the player, nor present a challenge either. But I'm more weary/cautious/afraid about what I'm probably end up doing if I want in-game benefits to exist.
Sorry. I'm probably talking like a broken record on this point.
Sweet Middleground 5 ~the cave~
@Zorga:
That's... an interesting point. The game certainly mentions how there's a "Normal" and "Easy" difficulty mode, and how certain things work differently between those modes. The question I must then pose is how does one go about actually changing difficulty modes? There's no option on the title screen, though, I might not expect one there to begin with. There's no option I can see from the workshop/upgrade screen. Good work on that, forgot to mention that last time. As for the in-game pause menu, there is only the option to save, or close the game. Which, itself, can either quit the game altogether, or return to the title screen.
That's... an interesting point. The game certainly mentions how there's a "Normal" and "Easy" difficulty mode, and how certain things work differently between those modes. The question I must then pose is how does one go about actually changing difficulty modes? There's no option on the title screen, though, I might not expect one there to begin with. There's no option I can see from the workshop/upgrade screen. Good work on that, forgot to mention that last time. As for the in-game pause menu, there is only the option to save, or close the game. Which, itself, can either quit the game altogether, or return to the title screen.
Let's work on your game descriptions!
Hrm. Maybe...
...a bit more like this?
Officer Ethan is returns to his home for the first time in a few years to attend a party. But when his father is unexpectedly murdered, And an inexplicable supernatural events begin to occur, he must try to uncover the secret his family is trying to hide. Can he find the one that killed his father? And who is the mystery person pulling the strings behind the scenes?
The game is split into 7 chapters, each of which repeats the same week. In each chapter, players will lead Ethan to explore the city, and gather information via questioning people and searching locations for clues as to his father's murder. What ending you earn will depend on what items you uncover during the game.
This game contains sensitive content including domestic violence, murder, and sexual assault. Please play at your own discretion.
...a bit more like this?
Let's work on your game descriptions!
The misinterpretation of how many days the game loops can be easily corrected.
Anyway, I'm now understanding that the pendant that allows for the time-looping mechanic can be found on day 3 of each loop/chapter. How players come across this item isn't important to the game description. It might not even be important to the game description for players to understand that it's a different person that murders Ethan's father each loop/chapter. The idea of a mastermind existing might not even pop up in-game until maybe the fifth loop/chapter, so that definitely has no place in the description.
My opinion is that the things get across in regards to the gameplay is say that the game includes a day-looping mechanic, and that each loop the player has the opportunity to (if one excuses the reference) reach out to the truth with the actions the player can take (ie: investigating places and/or questioning people).
Anyway, I'm now understanding that the pendant that allows for the time-looping mechanic can be found on day 3 of each loop/chapter. How players come across this item isn't important to the game description. It might not even be important to the game description for players to understand that it's a different person that murders Ethan's father each loop/chapter. The idea of a mastermind existing might not even pop up in-game until maybe the fifth loop/chapter, so that definitely has no place in the description.
My opinion is that the things get across in regards to the gameplay is say that the game includes a day-looping mechanic, and that each loop the player has the opportunity to (if one excuses the reference) reach out to the truth with the actions the player can take (ie: investigating places and/or questioning people).














